
Experience an action-RPG with roguelike elements where you live the double life of an adventurer and a merchant. Dive into vibrant dimensions to fight enemies, gather loot, and manage your backpack. Rebuild your shop and turn profits into gear for the next adventure!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 16.14/day in the week to Sep 3 → 69.86/day in the week after.
About
Live the double life of a resourceful merchant and fearless adventurer in this sequel to the hit rogue-lite Action-RPG!
Stranded without a coin in the village of Tresna, Will must open shop again as he dives into an interdimensional adventure. Explore dangerous dungeons, loot ancient relics, sell them, and reinvest in the town's prosperity.
The magical, addictive loop returns—bigger, bolder, and packed with shiny loot.
Profitable perils await as dimensional exploration evolves. Strap on your trusty backpack and master dynamic combat with various weapon classes, armor sets, and powerful perks.
Chart a path through unpredictable worlds, defeat relentless foes and formidable bosses, then carefully arrange your loot to unlock unique item synergies. Managing your backpack is key to financial success and maximizing profits.
The deeper you go, the greater the rewards—and the risks.
After every adventure, it's time to open for business. Customize your shop, set your prices, and read your customers to strike the perfect deal. Unlock sales perks, capitalize on special events, and optimize your displays to maximize profits.
From battered scrap to priceless relics, every item's value is yours to decide.
Take on the Endless Vault, a mysterious ancient artifact that pushes your skills to the limit.
Overcome its ever-growing challenges to upgrade your town and earn increasingly valuable rewards. Will it be enough to reclaim your homeland from the evil Moloch, an interdimensional collector who has claimed your beloved village for himself?
Dive into Moonlighter’s stunning visual leap into 3D. Explore vibrant environments, enjoy smoother, more dynamic combat, and experience the iconic cycle of daytime shopkeeping and nighttime treasure hunting like never before.
Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 3.9Kreviews | 82% | — | $2.4M |
| $29.99 | 620ratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An overall great, fun, and easy to access roguelite that is a drastic improvement from Moonlighter 1. Very high 8/10. This review is going to be long because I disliked Moonlighter 1, but I really enjoyed Moonlighter 2, so I want to give some roses. This game shifts from Moonlighter 1's top-down, typical dungeon crawler (think Binding of Isaac) to an isometric, Slay the Spire inspired choice exploration, which feels fairly natural despite being different. Elements such as the upgrades/progression, exploration, combat, and the shop is expanded upon and greatly improved. In its current state, Moonlighter 2 offers 3 zones, each with a day and night version (So technically 6 levels). Each of these zones have their own theming and enemies which you'll fight through until you reach a boss and complete the level or leave using the amulet. I enjoy the new planning aspect of the game where you can go down certain paths to emphasize chests/better relics, perks, health, etc. It makes approaching any specific goal easier, such as collecting materials, killing bosses, or quick money. Each level has it's own ~25 relics and majority of these relics have their own unique curse (usually in themed with other relics of the same level). The curses are fun to play around with and require thoughtful planning to maximize potential gains. Runs can start feeling stale and repetitive, especially if doing the same level again, although I think the map planning and combat/perk variety keeps everything semi-fresh. I think the game would benefit from more room variety, such as environmental/location changes (majority of rooms are just squares with enemies to kill with the same skybox/background) or a more environment dangerous/interesting room (specific rooms with volcanoes, electrical spikes, vehicles on tracks, or tornadoes that damage the player and enemies; maybe challenge or wave-based rooms that increase chests/materials/rewards as player continues). Also increasing the number of pre-designed rooms as its not uncommon to see the same layout a couple of times during a run (Also its very common it see the same room and enemy positions in a separate run). In the later levels there are a couple of specific rooms whose platforms block player sight and hide enemy positions. Combat is fairly simple as you could just dodge once and then attack 2-3 times, repeat until every enemy is dead. However, weapon categories and mid-run perks can heavily influence playstyle and/or make the basic loop very interesting. Each weapon category has its own feel, special attack, and unique properties/mechanic that separates it from slight change in speed and damage. Swords specialize in quick attacks and sweeps which can hit multiple enemies if executed properly. Spears specialize in ranged, quick jabs whose special summons ranged projectiles based on the length of your attack combo. The gauntlets reward very high DPS to highly aggressive, single targeting. The great swords' gimmick is keeping a meter full to do any meaningful damage, but I felt it was easily out performed by any other weapon. Each of these melee types have 4-5 unlockable and upgradable variants that change their specials and/or intended gameplay styles. Certain variants specialize in killing crowds, aggression, careful planning, or even specific enemy types. For example, the normal spear has high-damage projectiles that b-line to the player, however other variations change the purpose of these projectiles through modifying their damage and path (follow player, seek enemies, etc.). The bow has been replaced with various gun types, all of which serve their own purpose (Ex: precision, quick-execution, crowd control, etc.). Gameplay is further spiced through temporary perks found throughout a run, which often grant 6 unique element effects for specific moves (and each elemental has its own unique temporary upgrades branches), character buffs, or situational status effects. Some reward focusing on a singular enemy (namely stacking or + damage on kill), while some are better for crowd control (namely + damage for # of enemies inflicted or inflict damage on close enemies). This system keeps each run relatively fresh as your probably going to have a different build from your previous one and emphasizing one ability over another. What is even better is that you'll be incentivized and rewarded for choosing different weapons as later on there is an upgrade the increases the money you gain based on the run's highlighted weapon. Overall, combat is very easy and enemies rarely feel tanky or overpowered (unless if you maybe missed out on every perk room). Most enemies are fun to fight against and each have their own purpose for their respective level. Most enemies only have 1-2 moves (ranged and medic enemies) while the others have 3-4 (melees/tanks), all of which are very telegraphed. The true threat is when you accidently aggro another platform of enemies while dodging, where the screen can become overly crowded. The exception to this are the last couple of levels because most enemies fly (requiring the gun to shoot down), teleport (so they move to another platform), or have rooms that spam too many enemies (2 specific ones have ~20 enemies on a very small platform). I do feel like there are too little enemy types for several 20-30 minute runs, but it never felt too repetitive. My biggest problem with the combat are the mini-bosses and bosses. The "mini-bosses" are just regular enemies you fight halfway through the map and only have more health, no unique attacks or abilities. Most the time they will be stuck doing one attack the entire fight as you beat them to death, a product of most basic enemies doing one attack type if your in melee distance. Bosses are serviceable but I feel like they are too easy due to sharing mechanics and having very similar patterns. Avoid this big red circle, avoid this red line, run around in a circle, etc. They won't prioritize specific moves (Ex: melee combo if your too close or dash/range if too far) and can't combo. Some will follow the same script every fight. In fact, only one boss has a true melee attack, which never changes its pattern. I really disliked that EVERY boss had 2-3 invincibility moments where you have to wait until you were allowed attack them again. I like that they enhance their moves as the fight progresses, adding new threats to the pattern. But for nearly every boss, phase 3 will have the same/very similar attacks as phase 1, no new big attacks. Overall, very easy to first try each boss with the exception of the desert night one (I think that one is too spammy with the AOEs, kind of relying on luck to get an opening). For some smaller nitpicks, I think the character is a little too magnetized to anything hittable. It's common to make a 180 turn to hit an enemy or assisting props, and/or fling yourself into danger when you were at a safe distance (particular projectiles and constant AOE attacks). Also the particle/hit effects can make it hard to read what enemies are doing, especially the smaller ones. The shop/selling gameplay has been greatly enhanced and actually requires some thought to utilize appropriately. There is a whole upgrade tree, furniture effects, and perk system exclusively for the shop. The upgrade tree introduces vital mechanics that require some careful consideration to maximize potential earnings. Stuff like better perks in the perk pool, better customer types, etc.. Furniture tends to only benefit certain relics on specific spots, so you'll have to consider where each relic goes and figure out how furniture improves another. On certain time intervals, a certain rarity or level's relics will become "popular" so they sell for more (so stop playing the same level!). Similar to the combat portion of the game, there are perks that add some spice to the system. There are a fair bit of them and all are quite varied, all the while none of them being totally useless.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best PL #58, worst US #92 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 0.25/day in the week to Jul 19 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Polish, Japanese, Korean*languages with full audio support
| $29.99 |
| 188ratings |
| 81% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly, the bad reviews had me worried but I really am enjoying this game! I know it is only in early access, but i am excited to see where it goes from here! I love the roguelike mechanics and the story. I'm still fairly early in but I cant wait to learn more about the game and discover more things. if you liked the first game, you'll like this one too! Plus the art style reminds me of 2 other games i like, bastion and HOB, which I think is so cool! While I do miss the old pizel art style, the new one is also really nice, just in a different way.
This has been an ongoing bug since the introduction of a feature where you can choose to continue a the run (so..months ago). Selecting the option to start it crashes the game, or sometimes when finishing a round it crashes the game. Losing all progress made in that run (items, events, story points etc). It is frustrating to deal with this because all the time you put is lost and seemingly at random.
tl;dr: wait and see for full release or get it on sale if you liked the first one. I loved moonlighter one, and if you enjoyed it you'll probably enjoy this one too. Unfortunately, as is, it feels pretty half baked. It's early access, so that makes sense, but I'm leaving this review and will change it if they fix issues. I can't recommend purchasing in it's current state unless you liked moonlighter one or really like management/shop games with roguelite combat. If you haven't played the first game, I'd recommend that instead. The good: (I'll spend less time here not cause there's not much to like, but I want to leave useful feedback) There's lot's of stuff to like. The characters are cute, graphics are nice, I love the little town your in. Vibes are immaculate IMO. I haven't gotten through the story much, but it's fairly engaging I'd like to see more. The weapons in combat are varied and fun, and I felt the need to use my whole kit rather than spam one move. There's lots of upgrades to get and meta progression to be had, and the minigame of how you place the relics you get from each dungeon is well done and enjoyable. The less good: I'd agree with other reviewers that the shop system feels a little pointless. I'm rolling in money without spending much time thinking about or engaging with the shop system. That's too bad in a game based around running a shop. The amounts for the vault challenges (part of the main story) also feel pretty underwhelming compared to progress on perks/dungeons/weapon upgrades. It felt like I blew through the first three, but I haven't played further so maybe that changes. The dungeons are pretty good, and I think there's a lot of potential in the combat system (very similar to hades). Unfortunately, right now it's just okay. The perks don't feel like they change the gameplay or your build much; they just apply a debuff or increase some damage by some percent. That takes away the fun of roguelite combat where you happen to throw together a super strong build through some perk synergy. Not to mention some of them just straight up don't work, or have confusing descriptions (like "replica" damage and "wound" damage. Are they the same? do they stack? Idk I never took replica damage perks cause it doesn't seem like it stacks). Basically, there needs to be more opportunities for synergistic builds that really let you pop off. The controls in combat don't feel great. Your character seems to snap to enemies inconsistently and it feels like inputs are missed or delayed occasionally. Maybe I didn't spend enough time getting used to it but it was bothering me enough that I didn't want to keep trying. Difficulty feels weird, some enemies are really annoying but not hard, and some bosses are easier than normal enemies. This one is personal though, others might find it different. Devs, I really loved the first game, and I'm leaving this review cause I want to love this one too. You have the potential for a real gem here. STEAMDECK NOTE: As is, this game is not steamdeck compatible. The load times and performance issues make it near unplayable. I think it's ♥♥♥♥♥♥ for the devs to claim steamdeck compatibility, when they've also said that they are not working on performance in EA and only plan to fix it for launch. Optimization on handheld was a problem in the first one too.
Играется кайфово. Но жирный дизлайк за управление. С геймпада играть невозможно. С клавиатуры лучше на много, но пришлось переназначить сильную атаку. В игре 4 вида ударов: дефолт, сильная, выстрел и пинок. Всё это нужно постоянно использовать. Разрабы не поняли на какие кнопки эти 4 атаки ставить. Получилось криво. Отзыв пока отрицательный, но игра нравится. Ещё один минус- упростили торговлю. Теперь если зарядить высокую цену, игра предупредит сразу об этом. А значит, всегда одинаковый алгоритм- зарядить максимум, сбросить 30%. Готово! Отключить это почему-то нельзя, а хотелось бы как в 1 части самому на глаз цену подбирать. Это же часть игрового процесса.
经营部分比一代丰富不少,有摆件加成和随机词条,还不错 战斗部分难评,虽然只打了两张图,但是很难忍住不喷 堆怪加全员霸体,加超视距打击强如神仙 打起来特效太多,部分怪的意图很难看清 这些还好,玩一会能熟悉了还可以克服,下面的我直接绷不住 超绝高低差地形,卡楼梯丢伤害致敬TGY,躲攻击还容易掉下来,有时候下面还放个B陷阱,纯搞人心态 悬崖玩区别对待,怪只有黑了才吃地形杀,常态是尊贵的空气墙,玩家爽吃组合拳,高低视差遮挡悬崖,没看见直接滚下去 总体不推荐入,等后面更新再看吧
TOO MANY BUG, LAG SUDDEN SHUTDOWN. URGENT PATCH AND HOTFIX IS CRUCIAL.
Any lovers on the first game most likely won't like this one. They completely changed it and the magic that the first one inspired isn't the same in this one. I was super disappointed with it after giving it a shot.
I really enjoyed the first game, but Moonlighter 2 feels off to me. First, the graphics are significantly worse compared to the original. I’m not sure why we switched from the timeless pixel art style to this 3D slop. After finishing the second dungeon, the game started to drag. The bosses become tedious, especially when they gain invisibility during certain phases. Weapons are unbalanced, the shop is boring, the story is unnecessary. I would not recommend this game if you enjoyed the first one. I have yet to finish the game and im not sure if i will.
Постоянные застревания в текстурах , управление под ГЕЙпад , тупорылый менеджмент инвентаря/магазина. Почему я просто не могу дважды нажать условный ентер , что бы забрать предмет из сундука , мне нужно нажать на него , перетащить его , положить...В магазине точно так же , долбаёб на разрабе вообще играл в свою игру? Спасибо левел-дизайнеру , за то что я застреваю в каждом заборчике , засасываю каждую стеночку , падаю с обрывов просто потому что. Ещё эти прекрасные выборы на карте , выбери между 1 комнатой и 3 комнатами с лутом , ♥♥♥♥♥ такой выбор нужен вообще? Или выбери комнату где только одна комната , меня просто нельзя перенести в неё? Разраб вообще слышал о QOL? Ну или хотя бы играл в свою же игру? А ещё боссы , ну это моё любимое , каждый босс с 3 фазами и со стадиями бессмертия , где ты стоишь по минуте и ждёшь пока боссик нарыгает и даст себя ударить , босс которого ты по урону должен пройти за секунд 40-50 , ты стоишь и смотришь на его фазы бессмертия по несколько минут. Просто искусственно затянутый файт в котором можно сериал посмотреть.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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